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		<id>https://dwarffortresswiki.org/index.php?title=Textile_industry&amp;diff=208884</id>
		<title>Textile industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Textile_industry&amp;diff=208884"/>
		<updated>2014-08-05T01:59:06Z</updated>

		<summary type="html">&lt;p&gt;Talvos: Added reference tables for thread and dye plants&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''textile industry''' involves making [[thread]], [[cloth]], [[clothing]], [[bag]]s, [[rope]]s and [[craft]]s out of [[plant fiber]], [[silk]], [[wool]], and, to a limited extent, [[hair]]. A textile industry is one way to keep your dwarves clothed and happy (their starting clothing will slowly [[wear]] away, and high-value replacements boost happiness), and can be a very lucrative option as a [[wealth]] industry, especially if the goods are high quality. The best choice for textile trade goods are dresses and robes because they have the highest base [[value]]. A textile industry is also important for healthcare: cloth and thread are needed for bandages and suturing respectively, although the necessary materials can normally be acquired via [[caravan]]s too.&lt;br /&gt;
&lt;br /&gt;
See also the [[Leather#Leather industry|leather industry]], which can provide an alternative source of clothing.&lt;br /&gt;
&lt;br /&gt;
==Basic materials==&lt;br /&gt;
===Crops===&lt;br /&gt;
There are twelve [[crop]]s that can be [[Farming|grown]] for use in the textile industry, eight of which can be [[plant processing|processed]] by a [[thresher]] at a [[farmer's workshop]] into [[thread]] (and then into [[cloth]] by a [[weaving|weaver]] at a [[loom]]), and four of which can be [[miller|milled]] into [[dye]].&lt;br /&gt;
&lt;br /&gt;
The easiest way to feed your fortress is with subsurface farming, and consequentially the easiest way to establish a textile industry is with underground [[crop]]s. The first of these are [[pig tail]]s, which can be either [[alcohol|brew]]ed or made into [[thread]] by a thresher. Pig tails can be grown in the summer and in the autumn. The second are [[dimple cup]]s, which grow in all [[season]]s and can be milled into blue dimple [[dye]].&lt;br /&gt;
&lt;br /&gt;
[[Farming#Above Ground Farming|Above ground]] crops are a more varied and, in some cases, valuable commodity. However, they are more difficult to establish, as you must rely on plants [[plant gathering|gathered]] on your map or [[seed]]s and plants brought in by human and elven [[caravan]]s. They do have the advantage of growing in all seasons. The counterpart to pig tails underground used to be [[rope reed]], but six new crops have been added since: [[kenaf]], [[cotton]], [[ramie]], [[flax]], [[hemp]] and [[jute]]. [[Hemp]], in addition to being processable, can also be [[millstone|milled]] into [[flour]], making it a good choice for food production, moreover, hemp and rope reeds are the only plants usable to make thread that are found outside tropical biomes. Rope reeds, like pig tails, can be [[alcohol|brew]]ed into drinks. [[Blade weed]] is similarly widely available and can be used to make emerald dye, as is [[hide root]], used to make redroot dye (at half the value of the others). The highest-value and most difficult to acquire dye is [[sliver barb]], a black dye-producing crop that only grows in [[evil]] areas; it is never available from caravans or from embark, and must be pulled from the earth itself via plant gathering, often under the risk posed by [[weather|evil weather]].&lt;br /&gt;
&lt;br /&gt;
For easy reference, the plants are listed below:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse&amp;quot;&lt;br /&gt;
! colspan=10|Thread Plants&lt;br /&gt;
|-&lt;br /&gt;
! Plant !! Type !! [[Climate|Wet]] !! [[Climate|Dry]] !! [[Biome]] !! [[Calendar|Spring]] !! Summer !! Autumn !! Winter &lt;br /&gt;
|-&lt;br /&gt;
| [[Pig tail]] || [[Underground]] || X || X || [[Biome#Underground|Subterranean water]] ||  || X || X ||    &lt;br /&gt;
|-&lt;br /&gt;
| [[Rope reed]] || [[Above ground]] || X ||  || [[Biome#Groups|Not Freezing]] || X || X || X || X   &lt;br /&gt;
|-&lt;br /&gt;
| [[Flax]] || Above ground ||  || X || [[Grassland]], [[Savanna]] || X || X || X || X   &lt;br /&gt;
|-&lt;br /&gt;
| [[Jute]] || Above ground ||  || X || [[Tropical]] || X || X || X || X  &lt;br /&gt;
|-&lt;br /&gt;
| [[Hemp]] || Above ground ||  || X || [[Temperate]] || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| [[Cotton]] || Above ground ||  || X || Tropical || X || X || X || X   &lt;br /&gt;
|-&lt;br /&gt;
| [[Ramie]] || Above ground ||  || X || Tropical || X || X || X || X &lt;br /&gt;
|-&lt;br /&gt;
| [[Kenaf]] || Above ground ||  || X || Tropical || X || X || X || X &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse&amp;quot;&lt;br /&gt;
! colspan=12|Dye Plants&lt;br /&gt;
|-&lt;br /&gt;
! Plant !! [[Dye]] !! colspan=2|Colour  !! Type !! [[Climate|Wet]] !! [[Climate|Dry]] !! [[Biome]] !! [[Calendar|Spring]] !! Summer !! Autumn !! Winter &lt;br /&gt;
|-&lt;br /&gt;
| [[Dimple cup]]  || Dimple Dye || Midnight Blue ||bgcolor=&amp;quot;#003366&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || [[Underground]] || X || X || [[Biome#Underground|Subterranean water]] || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| [[Blade weed]] || Emerald Dye || Emerald ||bgcolor=&amp;quot;#50c878&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || [[Above ground]] ||  || X || [[Biome#Groups|Not Freezing]] || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| [[Hide root]] || Redroot Dye || Red ||bgcolor=&amp;quot;#ff0000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Above ground ||  || X || Not Freezing || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| [[Sliver barb]] || Silver Dye || Black ||bgcolor=&amp;quot;#000000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Above ground ||  || X || [[Surroundings#Evil|Evil]], Not Freezing || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Wool and hair===&lt;br /&gt;
[[Wool]] is a textile material obtainable by [[shearing]] one of a small number of creatures at a [[farmer's workshop]]: [[sheep]], [[llama]]s, and [[alpaca]]s. These animals can be sheared once every few months; as they also produce [[milk]], they are versatile animals that can supplement your textile industry. There is currently a bug that causes only one thread to be created from a stack of wool. [[Troll]]s can also be sheared by their master [[goblin]]s, explaining how many goblin thieves and besiegers come dressed in troll fur items that are fully wearable but cannot be otherwise obtained.&lt;br /&gt;
&lt;br /&gt;
[[Hair]] is another textile material that comes from animals, but is only obtained by [[butcher]]ing certain animals such as [[horse]]s, [[yak]]s and [[grizzly bear]]s, as a byproduct of the [[meat industry]]. Hair is quite limited; it can only be made into (dyeable) [[thread]], and cannot be made into proper cloth or clothing. As such, it is mostly useful as cheap [[suturing]] material for dwarven [[healthcare]].&lt;br /&gt;
&lt;br /&gt;
Wool has only half the value of crop based thread. The same goes for hair of the more common and domestic animals, but the increasingly wild and rare animals listed under '[[Value#Material_multipliers]] - animals' have more valuable hair.&lt;br /&gt;
&lt;br /&gt;
===Silk===&lt;br /&gt;
Raw [[silk]] is harvested from spider webs created by [[phantom spider]]s, [[cave spider]]s, [[brown recluse spider]]s, and [[giant cave spider]]s. The first three kinds of spiders are [[vermin]] that will leave behind [[web]]s in the fortress or forests, which can be collected by the automatic &amp;quot;collect webs&amp;quot; job at a [[loom]]. This silk is worth half as much (6☼) as plant based textile. The vermin spiders can bite dwarves and although their bites are non-lethal, the dwarf in question will be very woozy for a while afterwards. Note that [[cat]]s kill spiders mercilessly, so if you want to use them for textiles, &amp;quot;vermin breeding chambers&amp;quot;, or at the very least locking up your cats, are necessary precautions.&lt;br /&gt;
&lt;br /&gt;
[[Giant cave spider]]s, on the other hand, are extremely dangerous creatures, as they are the size of grizzly bears, do not feel pain, and can shoot webbing at any helpless dwarf who happens to be nearby. They reside in the caverns, and their webs can only be collected &amp;quot;in the wild&amp;quot; at extreme hazard, requiring significant military escort if you want your dwarf to return alive; it might be a good idea to change [[standing orders]] to ignore webs until you can clear out the caverns or otherwise provide an escort.&lt;br /&gt;
&lt;br /&gt;
Giant cave spider silk thread (and what you produce from it) is worth only twice as much (24☼) as easily available pig tail thread (12☼). For low-quality production, skillful dyeing adds more value than a better material (a no-quality dye adds 20☼, masterful dyeing adds 240☼ to the value). Note, however that the material multiplier is incorporated into the thread, cloth, and finished good values; the actual difference in final value for a masterful robe is up to 1052☼. This makes giant cave spider [[silk farming]] a lucrative project once your textile industry matures.&lt;br /&gt;
&lt;br /&gt;
===Trading and gathering===&lt;br /&gt;
The raw materials for a textile industry can be acquired via trading, as caravans bring large amounts of [[cloth]] and some thread, dye, and finished clothing, and can bring more if you ask. If you have the wealth for it, you can simply buy caravan cloth in bulk and then refine it to your needs. Caravan trading is enough to clothe even the largest fortress in adequate clothing, but you shouldn't rely on it for wealth. One can also gather the necessary plants from above ground, but this has a low overall yield, depends heavily on where you embarked, and is unpredictable.&lt;br /&gt;
&lt;br /&gt;
==Thread==&lt;br /&gt;
Once you have the basic materials, you are ready to process them into thread. Crops, wool, and hair use two [[job]]s under [[plant processing]] at a [[farmer's workshop]]: you either {{k|p}}rocess the plants, or {{k|S}}pin the wool or hair. Making thread out of silk is done in one step: if there are spider webs on the map, dwarves with the [[weaving]] labor enabled will gather the webs and automatically spin them into [[silk]] thread. Note, however, that this applies to giant cave spider silk as well, and that collecting it benefits from military protection.&lt;br /&gt;
&lt;br /&gt;
Thread can be [[Dye|dyed]], which increases its value as well as the value of anything woven from it (cloth can also be dyed directly, see below). Thread's primary use is for [[suturing]] at a hospital, and for decorating finished clothing - otherwise it is an intermediate good that needs to be woven into cloth and, finally, the finished product. For animal hair, though, thread itself is the finished product.&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
By default, any non-hair thread produced is automatically queued up for [[weaving]] at a [[loom]], but this can be changed with [[standing orders]] under {{k|o}}, and may be necessary in the case of giant cave spider webs. Plant fibers will be queued for weaving into cloth as soon as they are processed at the [[farmer's workshop]]. If you prefer to create dyed cloth by dyeing the thread beforehand, you may want to set workshop [[Orders]] so that dwarves only weave [[dye]]d thread.  Cloth can still be dyed after weaving.&lt;br /&gt;
&lt;br /&gt;
==Clothes and cloth goods==&lt;br /&gt;
Once the thread is sewn into cloth, it can be put to use by a [[clothier]] at a [[clothier's shop]] to create [[clothes]], the usual end product for the textile industry. Clothing is required for a mature fortress, as clothes will eventually [[wear]] away, and necessitate replacement; a highly skilled clothesmaker is a boon for any fortress.&lt;br /&gt;
&lt;br /&gt;
Even [[wear|worn]] clothing can still fetch a hefty price--1/2 to 3/4 its original value--and your dwarves will make sure there is an abundant supply. A high-quality textile industry provides sufficient value to purchase the entire caravan using only cast-off clothing.&lt;br /&gt;
&lt;br /&gt;
If you plan to use clothing for trading, you can moderately increase its value by sewing images onto it.  Items that are [[decorate]]d in this manner are considered local for purposes of trade offerings and, depending on the quality of the decoration, an image can add significant value to an item. Note, however, that is generally more profitable to create a second piece of clothing than to decorate an existing one.&lt;br /&gt;
&lt;br /&gt;
Although clothes are the main good, the clothier's shop can also produce [[rope]]s and [[bag]]s. Both can be made elsewhere, by the [[metal industry]] and by the [[leather|leather industry]] respectively, but if you have the raw resources, why not here? Ropes are necessary for [[restraint]]s, [[traction bench]]es, and [[well]]s, and [[bag]]s are used to store seeds, milling products, and powders (including dye), as well as [[sand]] for the [[glass industry]].&lt;br /&gt;
&lt;br /&gt;
Cloth can also be used to make [[craft|cloth crafts]] at a [[craftsdwarf's workshop]], which is a valuable but rarely needed trade good.&lt;br /&gt;
&lt;br /&gt;
==Dyeing==&lt;br /&gt;
Dyeing an object is not necessary in the sense that dwarves do not demand colorful clothes, but it is an easy way to greatly increase its [[value]] if you have a skilled [[dyer]]. Both thread and cloth can be dyed, but dyed objects cannot be redyed - the coloration is permanent.&lt;br /&gt;
&lt;br /&gt;
Once you have harvested dye plants (which are described in basic materials, above), you are ready to [[miller|mill]] them at a [[millstone]] or [[quern]]. Note that this requires an empty [[bag]] into which the dye will be deposited. Each plant that is processed into dye creates 1 unit of dye, which is enough to dye 1 unit of thread or cloth. A single bag will hold the entire &amp;quot;stack&amp;quot; of dye, regardless of how big the stack of plants was.&lt;br /&gt;
&lt;br /&gt;
Dye can then be applied at a [[dyer's shop]] by a [[dyer]].&lt;br /&gt;
&lt;br /&gt;
==[[Value]]==&lt;br /&gt;
Clothes and cloth goods can have many modifiers, so it can be difficult to determine exactly how to produce the most valuable goods. Despite their complexity, cloth goods follow many of the same rules for [[item value]] calculations as other goods. Notably, the cloth, thread, and embroidery are calculated like [[decoration]]s, while dyes are just added directly. The specific formula for a cloth item's value is as follows:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
| item&lt;br /&gt;
|&lt;br /&gt;
| {{tc|green|cloth}}&lt;br /&gt;
|&lt;br /&gt;
| {{tc|red|thread}}&lt;br /&gt;
|-&lt;br /&gt;
|(item type * material * item quality)&lt;br /&gt;
| + &lt;br /&gt;
|{{tc|green|(decoration * material * cloth_quality)}}&lt;br /&gt;
| + &lt;br /&gt;
|{{tc|red|(decoration * material)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For dyed items, add&lt;br /&gt;
&lt;br /&gt;
{{tc|blue|(powder * dye_material * dye_quality)}}&lt;br /&gt;
&lt;br /&gt;
For embroidered items, add&lt;br /&gt;
&lt;br /&gt;
{{tc|purple|(decoration * embroider_material * embroider_quality) + (powder * dye_material * dye_quality)}}&lt;br /&gt;
&lt;br /&gt;
(The quality of the embroidered cloth has no effect on the value.)&lt;br /&gt;
&lt;br /&gt;
The formula is quite complicated, so use this example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''This is an '''exceptional''' pig tail fiber cloak. It is made from '''pig tail''' fiber cloth. The thread is midnight blue, '''superbly''' colored with '''dimple dye'''. On the item is an '''exceptionally''' designed image of waves in rope reed fiber by Urist McClothier. It is made from well-crafted '''rope reed''' fiber cloth. The thread is emerald '''exceptionally''' colored with '''emerald dye'''.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, the item value:&lt;br /&gt;
&lt;br /&gt;
(item type * material * item quality)&lt;br /&gt;
&lt;br /&gt;
('''cloak''' * '''pig tail''' * '''exceptional''')&lt;br /&gt;
&lt;br /&gt;
(('''26''' * '''2''' * '''5''')&lt;br /&gt;
&lt;br /&gt;
= '''260'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, add the cloth quality of the item (ignore cloth quality on embroidery):&lt;br /&gt;
&lt;br /&gt;
{{tc|green|(decoration * material * cloth_quality)}}&lt;br /&gt;
&lt;br /&gt;
{{tc|green|('''decoration''' * '''pig tail''' * '''normal''')}}&lt;br /&gt;
&lt;br /&gt;
{{tc|green|('''10''' * '''2''' * '''1''')}}&lt;br /&gt;
&lt;br /&gt;
= {{tc|green|'''20'''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, add the thread value of the item (ignore any embroidered thread):&lt;br /&gt;
&lt;br /&gt;
{{tc|red|(decoration * material)}}&lt;br /&gt;
&lt;br /&gt;
{{tc|red|('''decoration''' * '''pig tail''')}}&lt;br /&gt;
&lt;br /&gt;
{{tc|red|('''10''' * '''2''')}}&lt;br /&gt;
&lt;br /&gt;
= {{tc|red|'''20'''}}&lt;br /&gt;
&lt;br /&gt;
Then the item's dye value is added (ignore any dyed embroidery):&lt;br /&gt;
&lt;br /&gt;
{{tc|blue|(powder * dye_material * dye_quality)}}&lt;br /&gt;
&lt;br /&gt;
{{tc|blue|('''powder''' * '''dimple dye''' * '''superb''')}}&lt;br /&gt;
&lt;br /&gt;
{{tc|blue|('''1''' * '''20''' * '''4''')}}&lt;br /&gt;
&lt;br /&gt;
= {{tc|blue|'''80'''}}&lt;br /&gt;
&lt;br /&gt;
Lastly, the embroidery:&lt;br /&gt;
&lt;br /&gt;
{{tc|purple|(decoration * embroider_material * embroider_quality) + (powder * dye_material * dye_quality)}}&lt;br /&gt;
&lt;br /&gt;
{{tc|purple|('''decoration''' * '''rope reed''' * '''exceptional''') + ('''powder''' * '''emerald dye''' * '''exceptional''')}}&lt;br /&gt;
&lt;br /&gt;
{{tc|purple|('''10''' * '''2''' * '''5''') + ('''1''' * '''20''' * '''5''')}}&lt;br /&gt;
&lt;br /&gt;
= {{tc|purple|'''200'''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So the total value of this item would be:&lt;br /&gt;
&lt;br /&gt;
260 + {{tc|green|20}} + {{tc|red|20}} + {{tc|blue|80}} + {{tc|purple|200}}&lt;br /&gt;
&lt;br /&gt;
= '''580'''&lt;br /&gt;
&lt;br /&gt;
Theoretically, the most valuable non-artifact/non-adamantine clothing item is worth '''3064'''. It would  be a masterful giant cave spider silk robe, made from masterful giant cave spider silk cloth masterfully dyed with dimple/silver/emerald dye. It would be worth 2344: ((33 * 4 * 12) + (10 * 4 * 12) + (10 * 4) + (1 * 20 * 12). The embroidery would be masterfully designed using masterfully-dyed giant cave spider silk cloth, adding 720: (10 * 4 * 12) + (1 * 20 * 12). Note, however, that the second piece of cloth would have likely been worth more as a second robe than as a decoration on the first.&lt;br /&gt;
&lt;br /&gt;
==Industry management==&lt;br /&gt;
Overall, the textile industry consists of eight different jobs: ([[grower|growing]], [[plant processing]], [[shearing]], [[spinning]], [[weaving]], [[clothier|clothes making]], [[milling]], and [[dyeing]]). The value of the finished product is determined by the [[quality]] of three specific steps (as well as the base material): weaving, dyeing, and clothes-making. Obviously, then, the more skilled your weavers, dyers, and clothiers, the better and more valuable your items will be.&lt;br /&gt;
&lt;br /&gt;
If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed), then you need to establish a year-round growing cycle with two equally-sized plots above and below ground as follows:&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Spring&lt;br /&gt;
! Summer&lt;br /&gt;
! Autumn&lt;br /&gt;
! Winter&lt;br /&gt;
|-&lt;br /&gt;
| '''Underground'''&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Above ground'''&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
| [[Sliver barb]]&lt;br /&gt;
| [[Blade weed]]&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
|}&lt;br /&gt;
This will give you one cloth crop and one dye crop each harvest.  This is not the only way to do it, but it is an example of a growing plan that will keep a [[miller]], a [[thresher]], a [[dyer]], a [[weaver]], and some [[grower]]s employed evenly year-round and provide high-value materials for any tailors in your fort.  If you have access to [[silk]] on your map, you may prefer to substitute a food crop for one of the fiber crops, or brew the excess [[pig tail]] into [[dwarven ale]].&lt;br /&gt;
&lt;br /&gt;
Large fields, [[fertilizer]], and skilled [[grower]]s will produce more raw materials; skilled craftsdwarves will use up the materials faster. Choose the largest plot size you can sustainably increase harvests, because eventually your craftsdwarves will be able to go through materials faster than you can grow them and you'll find yourself queueing up new orders each season. To boost profits, set your workshop [[orders]] to use only dyed thread, leaving out [[hide root]] from your growing plan because of its lower [[item value]], and keep the supply channels full of plant products so that you always have materials to support standing (repeat) work orders.&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Talvos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Igneous&amp;diff=207937</id>
		<title>DF2014:Igneous</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Igneous&amp;diff=207937"/>
		<updated>2014-07-25T20:55:32Z</updated>

		<summary type="html">&lt;p&gt;Talvos: Redirect to DF2014:Igneous extrusive layer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2014:Igneous extrusive layer]]&lt;/div&gt;</summary>
		<author><name>Talvos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Gems&amp;diff=207935</id>
		<title>DF2014:Gems</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Gems&amp;diff=207935"/>
		<updated>2014-07-25T20:53:26Z</updated>

		<summary type="html">&lt;p&gt;Talvos: Redrirect to DF2014:Gem&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2014:Gem]]&lt;/div&gt;</summary>
		<author><name>Talvos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Finished_goods&amp;diff=207240</id>
		<title>Finished goods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Finished_goods&amp;diff=207240"/>
		<updated>2014-07-24T08:19:03Z</updated>

		<summary type="html">&lt;p&gt;Talvos: capitalized Woodcrafting for consistency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Finished goods''' are items that go to a finished goods [[stockpile]] when made. Many of these items are frequently referred to as trade goods as they are lightweight and only useful for [[trading]].  They include '''crafts''', '''goblets''', '''instruments''', '''toys''', '''large gems''', and '''totems''', some of which have several sub-types.  &lt;br /&gt;
&lt;br /&gt;
There is no way to issue a job order for a specific subtype of a good with multiple subtypes.  If you have a mandate to make piccolos, the best you can do is to order instruments and hope for the best.&lt;br /&gt;
&lt;br /&gt;
Some types of trade goods (Crafts and Goblets) can be produced in multiples.  It is possible to get up to three crafts from a single resource. Skill does not affect the chance to produce multiples.&lt;br /&gt;
&lt;br /&gt;
==Types of trade goods==&lt;br /&gt;
&lt;br /&gt;
===Crafts===&lt;br /&gt;
Crafts include [[figurine|'''figurines''']], [[jewelry|'''rings''', '''earrings''', '''amulets''', '''bracelets''', '''crowns''']], and '''scepters'''.  They are the only type of trade good that appears on its own page in the Trade Depot menu. Some subtypes of crafts can reference historical figures and events (figurines, for example); this does not have any meaningful effect on the value of the craft.&lt;br /&gt;
&lt;br /&gt;
One order to &amp;quot;make crafts&amp;quot; consumes one resource and produces one to three items, two on average. All subtypes, if they can be produced, have an identical chance to be produced.&lt;br /&gt;
&lt;br /&gt;
===Goblets===&lt;br /&gt;
{{Tile|¶|7:1}} &lt;br /&gt;
Goblets have no subtypes, but have different names depending on the material from which they are made: [[metal]] and [[glass]] goblets are simply '''goblets''', [[stone]] goblets are called '''mugs''', and [[wood]]en goblets are called '''cups'''. Stone mugs can be found under the 'All' section of the Move Trade Goods interface.&lt;br /&gt;
&lt;br /&gt;
Goblets are always produced at a 3:1 ratio.&lt;br /&gt;
&lt;br /&gt;
Note that dwarves never drink [[alcohol|booze]] out of mugs, preferring instead to drink straight from the [[barrel]].  However, they can be used to transport liquids in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
{{Tile|¿|7:1}} Instruments include '''drums''', '''flutes''', '''harps''', '''trumpets''', and '''piccolos'''.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
{{Tile|æ|7:1}} Toys include '''mini-forges''', '''toy hammers''', '''toy axes''', '''toy boats''', and '''puzzleboxes'''.&lt;br /&gt;
&lt;br /&gt;
===Totems===&lt;br /&gt;
[[Image:Skull totem.jpg|right|thumb|200px|An example of a skull totem.]]&lt;br /&gt;
&lt;br /&gt;
{{Tile|ç|7:1}} Totems are made from skulls by a [[bone carver]] at a [[craftsdwarf's workshop]]. Totems cannot be built as permanent structures, but careful management of custom [[stockpile]]s will allow the player to place totems at artistically pleasing locations around the fortress.&lt;br /&gt;
&lt;br /&gt;
Although totems have the same base [[value]] as all other crafts, totems made from the skulls of more valuable animals like [[unicorn]]s will fetch a hefty price.&lt;br /&gt;
&lt;br /&gt;
===Large gems===&lt;br /&gt;
{{Tile|♦|7:1}} Large gems have no subtypes.  It is not possible to issue a job order for large gems; instead, cutting any [[gem]] or raw [[glass]] has a chance to produce a large gem instead of ordinary cut gems.  Gems and glass also have a chance to be cut into crafts this way. In fact, glass crafts cannot be made directly at a [[glass furnace]], and must be acquired through the processing of raw glass by a gem cutter.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Most materials can be used to make trade goods.  On occasion, a [[dwarf]] in a [[strange mood]] will make a trade good out of a material not normally suited for it (e. g., a cloth instrument).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Material'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Labor'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Workshop'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Crafts'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Goblets'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Instruments'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Toys'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Large Gems'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]||[[Stone crafter|Stonecrafting]]||[[Craftsdwarf's workshop]]||Y||Y||Y||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]||[[Wood crafter|Woodcrafting]]||[[Craftsdwarf's workshop]]||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]||[[Leatherworker|Leatherworking]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]]&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;||[[Clothier|Clothesmaking]]||[[Craftsdwarf's workshop]]||Y&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Ivory]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Pearl]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Ceramic]]||[[Potter|Pottery]]||[[Kiln]] or [[Magma kiln]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Wax]]||[[Wax worker|Wax working]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal]]||[[Metalcrafting]]||[[Metalsmith's forge]] or [[Magma forge]]||Y||Y||Y||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]]||[[Glassmaker|Glassmaking]]||[[Glass furnace]] or [[Magma glass furnace]]||Y&amp;lt;sup&amp;gt;3 4&amp;lt;/sup&amp;gt;||Y||Y||Y||Y&amp;lt;sup&amp;gt;3 4&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem|Gems]]||[[Gem cutting]]||[[Jeweler's workshop]]||Y&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;||N||N||N||Y&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Note that wooden cups, instruments, or toys can only be made using the job [[manager]], as the craftsdwarf's workshop interface does not permit selecting them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Skull totems, like bone crafts, are also made by a bone carver at a craftsdwarf's workshop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Glass Crafts and Large Gems are obtained by cutting Raw Glass at a [[Jeweler's workshop]], with the [[Gem cutting]] labor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; Raw Glass has a 33% chance to be cut into a Large Gem or a Craft (with 11 crafts for every 16 large gems). Raw Gems have a 5% chance to be cut into a Large Gem or a Craft (with 1 craft for every 8 large gems). See [[DF2012_Talk:Finished_goods|the talk page]] for more info.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; Although you can make [[Adamantine]] cloth, you can not use it to make crafts. Instead, you can use Adamantine wafers at a [[Metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; Amulets, Earrings and Bracelets are the only crafts that can be produced from [[Thread]] or [[Silk]] cloth. All crafts can be produced from [[Yarn]].&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Stockpiles do not accept finished goods made from gemstones. {{bug|4430}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Talvos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Finished_goods&amp;diff=207239</id>
		<title>Finished goods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Finished_goods&amp;diff=207239"/>
		<updated>2014-07-24T08:17:54Z</updated>

		<summary type="html">&lt;p&gt;Talvos: Fixed links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Finished goods''' are items that go to a finished goods [[stockpile]] when made. Many of these items are frequently referred to as trade goods as they are lightweight and only useful for [[trading]].  They include '''crafts''', '''goblets''', '''instruments''', '''toys''', '''large gems''', and '''totems''', some of which have several sub-types.  &lt;br /&gt;
&lt;br /&gt;
There is no way to issue a job order for a specific subtype of a good with multiple subtypes.  If you have a mandate to make piccolos, the best you can do is to order instruments and hope for the best.&lt;br /&gt;
&lt;br /&gt;
Some types of trade goods (Crafts and Goblets) can be produced in multiples.  It is possible to get up to three crafts from a single resource. Skill does not affect the chance to produce multiples.&lt;br /&gt;
&lt;br /&gt;
==Types of trade goods==&lt;br /&gt;
&lt;br /&gt;
===Crafts===&lt;br /&gt;
Crafts include [[figurine|'''figurines''']], [[jewelry|'''rings''', '''earrings''', '''amulets''', '''bracelets''', '''crowns''']], and '''scepters'''.  They are the only type of trade good that appears on its own page in the Trade Depot menu. Some subtypes of crafts can reference historical figures and events (figurines, for example); this does not have any meaningful effect on the value of the craft.&lt;br /&gt;
&lt;br /&gt;
One order to &amp;quot;make crafts&amp;quot; consumes one resource and produces one to three items, two on average. All subtypes, if they can be produced, have an identical chance to be produced.&lt;br /&gt;
&lt;br /&gt;
===Goblets===&lt;br /&gt;
{{Tile|¶|7:1}} &lt;br /&gt;
Goblets have no subtypes, but have different names depending on the material from which they are made: [[metal]] and [[glass]] goblets are simply '''goblets''', [[stone]] goblets are called '''mugs''', and [[wood]]en goblets are called '''cups'''. Stone mugs can be found under the 'All' section of the Move Trade Goods interface.&lt;br /&gt;
&lt;br /&gt;
Goblets are always produced at a 3:1 ratio.&lt;br /&gt;
&lt;br /&gt;
Note that dwarves never drink [[alcohol|booze]] out of mugs, preferring instead to drink straight from the [[barrel]].  However, they can be used to transport liquids in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
{{Tile|¿|7:1}} Instruments include '''drums''', '''flutes''', '''harps''', '''trumpets''', and '''piccolos'''.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
{{Tile|æ|7:1}} Toys include '''mini-forges''', '''toy hammers''', '''toy axes''', '''toy boats''', and '''puzzleboxes'''.&lt;br /&gt;
&lt;br /&gt;
===Totems===&lt;br /&gt;
[[Image:Skull totem.jpg|right|thumb|200px|An example of a skull totem.]]&lt;br /&gt;
&lt;br /&gt;
{{Tile|ç|7:1}} Totems are made from skulls by a [[bone carver]] at a [[craftsdwarf's workshop]]. Totems cannot be built as permanent structures, but careful management of custom [[stockpile]]s will allow the player to place totems at artistically pleasing locations around the fortress.&lt;br /&gt;
&lt;br /&gt;
Although totems have the same base [[value]] as all other crafts, totems made from the skulls of more valuable animals like [[unicorn]]s will fetch a hefty price.&lt;br /&gt;
&lt;br /&gt;
===Large gems===&lt;br /&gt;
{{Tile|♦|7:1}} Large gems have no subtypes.  It is not possible to issue a job order for large gems; instead, cutting any [[gem]] or raw [[glass]] has a chance to produce a large gem instead of ordinary cut gems.  Gems and glass also have a chance to be cut into crafts this way. In fact, glass crafts cannot be made directly at a [[glass furnace]], and must be acquired through the processing of raw glass by a gem cutter.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Most materials can be used to make trade goods.  On occasion, a [[dwarf]] in a [[strange mood]] will make a trade good out of a material not normally suited for it (e. g., a cloth instrument).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Material'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Labor'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Workshop'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Crafts'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Goblets'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Instruments'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Toys'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Large Gems'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]||[[Stone crafter|Stonecrafting]]||[[Craftsdwarf's workshop]]||Y||Y||Y||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]||[[Wood crafter|woodcrafting]]||[[Craftsdwarf's workshop]]||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]||[[Leatherworker|Leatherworking]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]]&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;||[[Clothier|Clothesmaking]]||[[Craftsdwarf's workshop]]||Y&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Ivory]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Pearl]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Ceramic]]||[[Potter|Pottery]]||[[Kiln]] or [[Magma kiln]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Wax]]||[[Wax worker|Wax working]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal]]||[[Metalcrafting]]||[[Metalsmith's forge]] or [[Magma forge]]||Y||Y||Y||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]]||[[Glassmaker|Glassmaking]]||[[Glass furnace]] or [[Magma glass furnace]]||Y&amp;lt;sup&amp;gt;3 4&amp;lt;/sup&amp;gt;||Y||Y||Y||Y&amp;lt;sup&amp;gt;3 4&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem|Gems]]||[[Gem cutting]]||[[Jeweler's workshop]]||Y&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;||N||N||N||Y&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Note that wooden cups, instruments, or toys can only be made using the job [[manager]], as the craftsdwarf's workshop interface does not permit selecting them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Skull totems, like bone crafts, are also made by a bone carver at a craftsdwarf's workshop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Glass Crafts and Large Gems are obtained by cutting Raw Glass at a [[Jeweler's workshop]], with the [[Gem cutting]] labor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; Raw Glass has a 33% chance to be cut into a Large Gem or a Craft (with 11 crafts for every 16 large gems). Raw Gems have a 5% chance to be cut into a Large Gem or a Craft (with 1 craft for every 8 large gems). See [[DF2012_Talk:Finished_goods|the talk page]] for more info.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; Although you can make [[Adamantine]] cloth, you can not use it to make crafts. Instead, you can use Adamantine wafers at a [[Metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; Amulets, Earrings and Bracelets are the only crafts that can be produced from [[Thread]] or [[Silk]] cloth. All crafts can be produced from [[Yarn]].&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Stockpiles do not accept finished goods made from gemstones. {{bug|4430}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Talvos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Trade_good&amp;diff=207238</id>
		<title>DF2014:Trade good</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Trade_good&amp;diff=207238"/>
		<updated>2014-07-24T08:10:00Z</updated>

		<summary type="html">&lt;p&gt;Talvos: Added redirect link for references on other pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2014:Finished_goods]]&lt;/div&gt;</summary>
		<author><name>Talvos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Iron&amp;diff=207237</id>
		<title>Iron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Iron&amp;diff=207237"/>
		<updated>2014-07-24T08:07:02Z</updated>

		<summary type="html">&lt;p&gt;Talvos: Fixed additional link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{Metal|name=Iron|color=0:7:1&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Hematite]]&lt;br /&gt;
* [[Limonite]]&lt;br /&gt;
* [[Magnetite]]&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[pig iron]] at [[smelter]]&lt;br /&gt;
* Make [[steel]] at [[smelter]]&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]s&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|properties=&lt;br /&gt;
&amp;lt;!--* [[Magma]] safe--&amp;gt;&lt;br /&gt;
* [[Material value]] 10&lt;br /&gt;
* [[Melting point]] 12768 ([[Magma]] safe)&lt;br /&gt;
* [[Boiling point]] 15150&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 7850&lt;br /&gt;
* Liquid [[density]] 6980&lt;br /&gt;
* [[Specific heat]] 450&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Iron''' is an important resource for a fortress, as an often-plentiful [[metal]] that can be used to make just about anything necessary, from weapons to [[furniture]] to [[trade good|trade goods]].  Iron is also a necessary ingredient in the production of [[steel]], the best non-spoiler metal in the game for [[weapon]]s and [[armor]]. If you are unable to produce enough steel in your fort, then the next best metal for military purposes is iron.&lt;br /&gt;
&lt;br /&gt;
The three ores of iron, which are [[Hematite]], [[Magnetite]], and [[Limonite]], can only be found in [[sedimentary layer]]s, with the exception of [[hematite]], which can occasionally be found in [[igneous extrusive layer]]s.&lt;br /&gt;
&lt;br /&gt;
== Uses==&lt;br /&gt;
&lt;br /&gt;
* Melee weapons. Mostly useful for edged weapons. Good for bolts as well. You can also make crossbows out of iron but there are better metals.&lt;br /&gt;
* Armor. You will generally never face better armor than iron armor. You may face however creatures made of stronger materials.&lt;br /&gt;
* Construction, if you are so inclined.&lt;br /&gt;
* Good quality [[furniture]]. It is quite heavy, however.&lt;br /&gt;
* Magma-safe mechanisms.&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
&lt;br /&gt;
Iron comes from three ores : [[hematite]] (most common), [[limonite]] and [[magnetite]] (appears in large clusters).&lt;br /&gt;
&lt;br /&gt;
Any of these iron ores can be smelted at a [[smelter]] to produce four iron bars. If you have a standard smelter, a bar of [[fuel]] will be necessary; magma smelters require no fuel to operate.&lt;br /&gt;
&lt;br /&gt;
Iron will also be available through [[goblinite]], as well as the dwarven and human caravans.&lt;br /&gt;
&lt;br /&gt;
== Alloys ==&lt;br /&gt;
&lt;br /&gt;
Iron may be combined with other materials at a [[smelter]], mostly for the production of [[steel]]&lt;br /&gt;
&lt;br /&gt;
* Iron + [[Flux]] + [[Fuel]] = [[Pig iron]]&lt;br /&gt;
* Iron + [[Pig iron]] + [[Flux]] + [[Fuel]] = 2 x [[Steel]]&lt;br /&gt;
&lt;br /&gt;
Note that [[fuel]] is used as a reactant: even [[magma smelter]]s need fuel for these reactions. A standard smelter will require two bars of fuel, one as a reactant and one to operate the furnace. This conforms with the process of carbonization of iron and [[pig iron]] in ferrous metallurgy in real life. &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Talvos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Iron&amp;diff=207236</id>
		<title>Iron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Iron&amp;diff=207236"/>
		<updated>2014-07-24T08:03:30Z</updated>

		<summary type="html">&lt;p&gt;Talvos: Fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{Metal|name=Iron|color=0:7:1&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Hematite]]&lt;br /&gt;
* [[Limonite]]&lt;br /&gt;
* [[Magnetite]]&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[pig iron]] at [[smelter]]&lt;br /&gt;
* Make [[steel]] at [[smelter]]&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]s&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|properties=&lt;br /&gt;
&amp;lt;!--* [[Magma]] safe--&amp;gt;&lt;br /&gt;
* [[Material value]] 10&lt;br /&gt;
* [[Melting point]] 12768 ([[Magma]] safe)&lt;br /&gt;
* [[Boiling point]] 15150&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 7850&lt;br /&gt;
* Liquid [[density]] 6980&lt;br /&gt;
* [[Specific heat]] 450&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Iron''' is an important resource for a fortress, as an often-plentiful [[metal]] that can be used to make just about anything necessary, from weapons to [[furniture]] to [[trade good|trade goods]].  Iron is also a necessary ingredient in the production of [[steel]], the best non-spoiler metal in the game for [[weapon]]s and [[armor]]. If you are unable to produce enough steel in your fort, then the next best metal for military purposes is iron.&lt;br /&gt;
&lt;br /&gt;
The three ores of iron, which are [[Hematite]], [[Magnetite]], and [[Limonite]], can only be found in [[sedimentary layer]]s, with the exception of [[hematite]], which can occasionally be found in [[igneous extrusive]] layers.&lt;br /&gt;
&lt;br /&gt;
== Uses==&lt;br /&gt;
&lt;br /&gt;
* Melee weapons. Mostly useful for edged weapons. Good for bolts as well. You can also make crossbows out of iron but there are better metals.&lt;br /&gt;
* Armor. You will generally never face better armor than iron armor. You may face however creatures made of stronger materials.&lt;br /&gt;
* Construction, if you are so inclined.&lt;br /&gt;
* Good quality [[furniture]]. It is quite heavy, however.&lt;br /&gt;
* Magma-safe mechanisms.&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
&lt;br /&gt;
Iron comes from three ores : [[hematite]] (most common), [[limonite]] and [[magnetite]] (appears in large clusters).&lt;br /&gt;
&lt;br /&gt;
Any of these iron ores can be smelted at a [[smelter]] to produce four iron bars. If you have a standard smelter, a bar of [[fuel]] will be necessary; magma smelters require no fuel to operate.&lt;br /&gt;
&lt;br /&gt;
Iron will also be available through [[goblinite]], as well as the dwarven and human caravans.&lt;br /&gt;
&lt;br /&gt;
== Alloys ==&lt;br /&gt;
&lt;br /&gt;
Iron may be combined with other materials at a [[smelter]], mostly for the production of [[steel]]&lt;br /&gt;
&lt;br /&gt;
* Iron + [[Flux]] + [[Fuel]] = [[Pig iron]]&lt;br /&gt;
* Iron + [[Pig iron]] + [[Flux]] + [[Fuel]] = 2 x [[Steel]]&lt;br /&gt;
&lt;br /&gt;
Note that [[fuel]] is used as a reactant: even [[magma smelter]]s need fuel for these reactions. A standard smelter will require two bars of fuel, one as a reactant and one to operate the furnace. This conforms with the process of carbonization of iron and [[pig iron]] in ferrous metallurgy in real life. &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Talvos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Gabbro&amp;diff=207235</id>
		<title>Gabbro</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Gabbro&amp;diff=207235"/>
		<updated>2014-07-24T07:50:36Z</updated>

		<summary type="html">&lt;p&gt;Talvos: Added reference to igneous intrusive layer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{stonelookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Gabbro''' is an [[igneous intrusive layer|igneous intrusive]] [[stone]] which can form whole [[stone layers|layers]].&lt;br /&gt;
&lt;br /&gt;
It is the only stone that contains [[kimberlite]], which is the only stone that contains [[Gem|diamonds]]. Gabbro is also the only stone to contain [[garnierite]], the ore of [[Nickel]].  There are several gems unique to gabbro, as well.&lt;br /&gt;
&lt;br /&gt;
Gabbro is also left behind by defeated Gabbro Men.&lt;br /&gt;
&lt;br /&gt;
==In Real Life==&lt;br /&gt;
Gabbro is the rock that forms layers on oceanic plates.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:gabbro.jpg|Gabbro&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>Talvos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Granite&amp;diff=207234</id>
		<title>Granite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Granite&amp;diff=207234"/>
		<updated>2014-07-24T07:46:19Z</updated>

		<summary type="html">&lt;p&gt;Talvos: Fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{layerlookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Granite''' is an [[igneous intrusive layer|igneous intrusive]] [[stone]] that can contain a large variety of [[gem|gems]] and [[ore|ores]], as well as many kinds of [[stone]] [[cluster|clusters]]. Granite can form [[layer|layers]].&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Granite&amp;quot; is the name of the first month of the Dwarven [[calendar]], covering early Spring.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:granite.jpg|Granite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>Talvos</name></author>
	</entry>
</feed>